tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on May 7, 2011 19:14:42 GMT -5
Free DLC Outfits?!?!?!?!You got it, after searching desperately to figure out how to get the DLC into the game, I finally figured it out and put a nice little bow on it to make it easy to use. This mostly uses Resources that are already in your game to compile them. This includes all 4 outfits and their abilities but NOT their new animations for weapons. Drag and Drop only
If you aren't using ANY other mods and just want the DLC or if you just don't know about packing and unpacking .big files, use Anno1404's download = www.zshare.net/download/8997084188c10c7b/Keep existing mods requiring packing and unpackingIf you already have mods and want to keep them, follow these steps in order to incorporate the outfits into your gamesNow onto the steps: As always, you need Gibbed.Tools from here to pack and unpack datafile.big. Step 1: Download dlc.zip file HEREStep 2: Unpack data/datafile.big with gibbed's tools. Step 3: Open items.txt and anywhere inside (top is easiest) paste this: cThemeItem Psycho { ClothingPartName = "psychopath" DecreaseDamageToPlayerPercent = "0.5" DisableInjuredState = "true" ImmuneToGettingSick = "false" OutfitName = "OUTFIT_PSYCHOPATH" }
cThemeItem SportsFan { ClothingPartName = "sportsfan" ExtraBouncesToTargets = "3" GamblingPayoutIncrease = ".30" ImmuneToGettingSick = "true" IncreasedHealthFromAlcohol = "200" IncreasedHealthFromFood = "100" IncreasedThrowDamagePercentage = "0.5" IncreasedThrowForcePercentage = "0.5" OutfitName = "OUTFIT_SPORTSFAN" SpeedBoost = "20" }
cThemeItem Soldier { ClothingPartName = "sof" ImmuneToGettingSick = "false" IncreasedAmmoMultiplier = "2.0" IncreasedBulletDamageToPlayer = ".25" IncreasedChanceToDelimbZombie = ".25" IncreasedThrowDamagePercentage = "0.5" IncreasedThrowForcePercentage = "0.5" NoAccuracyLostForGuns = "true" OutfitName = "OUTFIT_SOLDIER" }
cThemeItem Ninja { ClothingPartName = "ninja" IncreasedStackableThrowingRate = "0.75" IncreasedThrowForcePercentage = "0.25" OutfitName = "OUTFIT_NINJA" OverallIncreaseAttackDamageForThemedWeapons = "0.25" ReducedAttractionDistanceOfZombies = "0.965" ReducedChanceOfGrapple = "0.95" }
cClothingDispenserItem ninjaDispenser { AchievementCategory = "-1" AssetFilename = "data/models/interactables/clothesbox" ChangeEntireOutfit = "false" ClothingEmote = "3" ClothingIconName = "TIR_Outfit.bct" CollidableQuality = "0" CollisionType = "3" Description = "9023" DisplayName = "12123" DR2 = "true" DR2PRO = "false" InteractDistance = "2" IsChest = "true" IsFacewear = "true" IsFeet = "true" IsHands = "true" IsHead = "true" IsHeadwear = "true" IsLegs = "true" MergedFilename = "data/dynamicprops/clothesbox" OutfitId = "144" Restitution = "0.05" RestrictedByRegion = "false" Unmoveable = "true" Weight = "100" }
cClothingDispenserItem sportsfanDispenser { AchievementCategory = "-1" AssetFilename = "data/models/interactables/clothesbox" ChangeEntireOutfit = "false" ClothingEmote = "3" ClothingIconName = "TIR_Outfit.bct" CollidableQuality = "0" CollisionType = "3" Description = "9023" DisplayName = "12125" DR2 = "true" DR2PRO = "false" InteractDistance = "2" IsChest = "true" IsFacewear = "true" IsFeet = "true" IsHands = "true" IsHead = "true" IsHeadwear = "true" IsLegs = "true" MergedFilename = "data/dynamicprops/clothesbox" OutfitId = "145" Restitution = "0.05" RestrictedByRegion = "false" Unmoveable = "true" Weight = "100" }
cClothingDispenserItem psychoDispenser { AchievementCategory = "-1" AssetFilename = "data/models/interactables/clothesbox" ChangeEntireOutfit = "false" ClothingEmote = "3" ClothingIconName = "TIR_Outfit.bct" CollidableQuality = "0" CollisionType = "3" Description = "9023" DisplayName = "12121" DR2 = "true" DR2PRO = "false" InteractDistance = "2" IsChest = "true" IsFacewear = "true" IsFeet = "true" IsHands = "true" IsHead = "true" IsHeadwear = "true" IsLegs = "true" MergedFilename = "data/dynamicprops/clothesbox" OutfitId = "146" Restitution = "0.05" RestrictedByRegion = "false" Unmoveable = "true" Weight = "100" }
cClothingDispenserItem soldierDispenser { AchievementCategory = "-1" AssetFilename = "data/models/interactables/clothesbox" ChangeEntireOutfit = "false" ClothingEmote = "3" ClothingIconName = "TIR_Outfit.bct" CollidableQuality = "0" CollisionType = "3" Description = "9023" DisplayName = "12119" DR2 = "true" DR2PRO = "false" InteractDistance = "2" IsChest = "true" IsFacewear = "true" IsFeet = "true" IsHands = "true" IsHead = "true" IsHeadwear = "true" IsLegs = "true" MergedFilename = "data/dynamicprops/clothesbox" OutfitId = "147" Restitution = "0.05" RestrictedByRegion = "false" Unmoveable = "true" Weight = "100" }
Step 4: Still in datafile.big look for safehouse.txt and open it. Inside anywhere (top is easiest) paste this: cItemPlacement ninjaDispenser { ItemName = "ninjaDispenser" Location = "0.000,-1,16.800" PropState = "-2" Rotation = "-0.000,0.002,0.000,1.000" }
cItemPlacement sportsfanDispenser { ItemName = "sportsfanDispenser" Location = "0.000,-1,17.800" PropState = "-2" Rotation = "-0.000,0.002,0.000,1.000" }
cItemPlacement psychoDispenser { ItemName = "psychoDispenser" Location = "0.000,-1,18.800" PropState = "-2" Rotation = "-0.000,0.002,0.000,1.000" }
cItemPlacement soldierDispenser { ItemName = "soldierDispenser" Location = "0.000,-1,19.800" PropState = "-2" Rotation = "-0.000,0.002,0.000,1.000" }
Step 5: Repack with gibbeds the "datafile_big" folder and rename the new file "datafile.big". Step 6: Unpack data/model/npcs.big with gibbeds. Move the contents of my "npcs.big" folder into your "npcs_big" folder. Your computer will ask if you want to replace the "bigfile.xml". Select ok. Step 7: pack everything up Step 8: Play game. Outfits are placed in hallway of the safehouse. Step 9: Enjoy everything!!! Refer to included readme.txt file for questions or post here How I did thisFirst I had to download the free DLC from Windows Live and find the content on my computer. After I found where everything was saved, I saw there were separate outfit files just like any other outfits. I threw them in the npcs.big file but got an error afterwards. After some trial and error I found that the game automatically rejects anything with "dlc" in the name. I took out "dlc_" out of every filename and the files packed just fine. Second I opened the outfits.cvs file in datafile.big which lists the different outfits and found the DLC outfit towards the bottom and deleted the "dlc_" part from each piece. Third was trying to make a clothing dispenser. I had to use trial and error with changing the "OutfitId" number so that I eventually matched the dispenser to the DLC outfit. the "OutfitId" is a reference to the outfits.cvs file. After placing the cClothingDispenserItem where I wanted in the safehouse, everything was set to go. Maybe in the future I'll separate the outfits so you can put on pieces.... we will see
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djlarryt
Modder
Ridin the dolphin!
Posts: 171
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Post by djlarryt on May 8, 2011 13:06:51 GMT -5
Tommah, this is great! Followed all your steps- I've got a legit original version for PC. Update by anno1404: this has been corrected.Tom it looks like there's references in the data/model/npcs.big/bigfile.xml to files:
- head_psychopath.big
- head_psychopath.tex
- head_sof.big
- head_sof.tex
Which aren't in the textures file, causing Gibbed tools to crash when packing.
Removing these references allows Gibbed to pack properly.
I don't know if these are the same files as "headwear_psychopath.etc" and "headwear_sof.etc", but when I deleted these lines, it packed properly and I was able to change into the outfits. The football fan suit doesn't have the face paint, though.
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Post by anno1404 on May 8, 2011 20:14:54 GMT -5
uploaded the datafile.big and npcs.big filewww.zshare.net/download/8997084188c10c7b/No packing or unpacking is required. This is a clean datafile.big and npcs.big, with no other modifications except for the DLC mod. Backup your original files. Download and place datafile.big in the dead rising 2/data folder place npcs.big in the dead rising 2/data/modelI understand why these instructions are here and am thankful for them: 1. So people know what the changes are about 2. So modders don't have to overwrite existing files. But outside of the modding community, this it is too much work for the average person.
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Post by gique13 on May 8, 2011 20:59:19 GMT -5
This works except the head files were not included. I copied over the head files from a dlc.zip, but when I put on an outfit that uses head file, the game crashes, ninja works fine
ps that's for the skidrow
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on May 9, 2011 21:44:34 GMT -5
ok, I've updated the DLC. It should work now, please keep me posted as I hate releasing half-assed work... the problem was I forgot to include the football fan, psycho, and soldier heads and the outfit.cvs file was a little messed up...... oops.
inside the "readme.txt" I included how I went about doing it in case anyone is interested.
Also update (and good news) this DOES work with retail while connected to Windows Live
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Post by gique13 on May 10, 2011 0:46:22 GMT -5
you got the abilities to work with skidrow? If so, where is the code for this? I didn't see a read me file in this download: www.zshare.net/download/8997084188c10c7b/
You can fix the dispenser names with this values for display name 12123 Ninja Clothes 12125 Sportsfan Clothes 12121 Psychopath Clothes 12119 Soldier Clothes
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Post by ubiquitous on May 10, 2011 3:08:34 GMT -5
Tried adding the ninja animations into the game but ran into a problem. The jump animation with the broad sword actually works so I'm guessing its already in the game but I am not sure since I never really used swords. The problem when using broadsword is since the animation is missing he just sits there without moving and you cant move while the missing animation is playing. The animations are referenced as .anm files and are probably stored in another .big file. While I find a way to get them in here is the code for someone who wants to attempt to figure it out before I am able to. sgraph.txt // DLC Added entries // Ninja // cGenericAnimState 6 // cCategoryChooser 6 // cChooserEntryInt 6 // cAnimRef 6 // cAnimEvent 30 // cAutoAimEvent 6 // cComboAcceptEvent 6 // cAttackEvent 8 // cAudioAnimEvent 66 // cCanTurnEvent 1
// DLC // Ninja cGenericAnimState insertninjaheavy { AnimStateName = "AttackSequence" InsertUnderAnimGroup = "false" ParentNodeId = "" ChooserIntEntryValue = "8055" cCategoryChooser 2039403294 { ChooserType = "NONE" cChooserEntryInt 2976538853 { Anim = "8055" Value = "8055" } }
cAnimRef 8055 { AnimRefName = "male_ninja_attack_heavy.anm" DataRate = "1.000000" Looping = "false" Mirror = "false" ExcludeFromLowEnd = "false"
cAnimEvent COMBOBRANCHIN { Time = "0.000000" Duration = "0.000000" }
cAutoAimEvent autoaim { Time = "0.000000" Duration = "0.000000" MaxZombieDist = "2.000000" MaxIdleAngleDiff = "180.000000" MaxSteerAngleDiff = "45.000000" MaxSteerAngleDiff2 = "90.000000" MaxSteering = "180.000000" DistHasPriorityRange = "0.000000" IncludeStanding = "true" IncludeCrawling = "false" IncludeOnKnees = "false" IncludeDead = "false" UseZombieList = "false" DontSetRotation = "false" }
cComboAcceptEvent COMBOACCEPTBUTTONS { Time = "1.300000" Duration = "1.050000" }
cAnimEvent COMBOBRANCHOUT { Time = "2.270000" Duration = "8.000000" }
cAttackEvent attack_1 { Time = "0.510000" Duration = "0.100000" TriggerWeapon = "false" AttackEffectiveness = "0.000000" AttackName = "weaponlight" HitReactionName = "weaponheavy" FatalReactionName = "weaponheavy" LeftHand = "true" RightHand = "false" LeftFoot = "false" RightFoot = "false" Head = "false" HandToHandAttack = "false" WeaponAttack = "true" PushableAttack = "false" StompAttack = "false" GrappleAttack = "false" WearableAttack = "false" RadiusAttack = "false" AttackRadius = "0.000000" IsArcAttack = "false" AngleWindowSize = "0.000000" AngleWindowCenter = "0.000000" PositionOffsetZ = "0.000000" SingleTarget = "false" DontSliceLimbs = "false" PlayMissAnimIfSingleTarget = "false" ThrowAtClosestZombie = "false" LobAtZombieAhead = "false" PlacePropOnZombie = "false" GrabAndGrappleZombie = "false" ReleaseGrabbedZombie = "false" GrabAndThrowZombie = "false" PushAsideAttack = "false" MaxHeightDiff = "0.000000" IsGrabZombieFromBehindMelee = "false" IsGrabZombieFromFrontMelee = "false" MinHitMagnitude = "0.000000" MaxHitMagnitude = "0.000000" }
cAnimEvent EARLYOUTTORUN { Time = "2.270000" Duration = "8.000000" }
cAnimEvent IGNOREBUTTONPRESS { Time = "0.000000" Duration = "2.000000" }
cAnimEvent INVINCIBLE { Time = "0.350000" Duration = "1.050000" }
cAudioAnimEvent LFtsp1 { Time = "0.250000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftLeft" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp1 { Time = "0.530000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunSoftRight" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp2 { Time = "0.720000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunLeft" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp2 { Time = "0.840000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunRight" PlaybackPercentage = "0" }
cAudioAnimEvent Pivot1 { Time = "0.840000" Duration = "0.000000" Type = "footstep" AssetName = "FtspPivot" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp3 { Time = "1.450000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunHardLeft" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp3 { Time = "1.590000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunSoftRight" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp4 { Time = "1.970000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftRight" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp4 { Time = "2.300000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftLeft" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm1 { Time = "0.190000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmMed" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm2 { Time = "0.830000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmFast" PlaybackPercentage = 0 }
cAudioAnimEvent CfoleyArm3 { Time = "1.500000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmFast" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm4 { Time = "1.890000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmSlow" PlaybackPercentage = "0" }
cAudioAnimEvent Swing1 { Time = "0.570000" Duration = "0.000000" Type = "motion" AssetName = "-helditem-Swing1" PlaybackPercentage = "0" }
cAudioAnimEvent Swing2 { Time = "1.190000" Duration = "0.000000" Type = "motion" AssetName = "-helditem-Swing1" PlaybackPercentage = "0" }
cAudioAnimEvent AttackVocal1 { Time = "0.782000" Duration = "0.000000" Type = "vgasp" AssetName = "Y2Attack" PlaybackPercentage = "0" }
cAttackEvent attack_2 { Time = "1.150000" Duration = "0.200000" TriggerWeapon = "false" AttackEffectiveness = "0.000000" AttackName = "weaponlight" HitReactionName = "weaponheavy" FatalReactionName = "weaponheavy" LeftHand = "true" RightHand = "false" LeftFoot = "false" RightFoot = "false" Head = "false" HandToHandAttack = "false" WeaponAttack = "true" PushableAttack = "false" StompAttack = "false" GrappleAttack = "false" WearableAttack = "false" RadiusAttack = "false" AttackRadius = "0.000000" IsArcAttack = "false" AngleWindowSize = "0.000000" AngleWindowCenter = "0.000000" PositionOffsetZ = "0.000000" SingleTarget = "false" DontSliceLimbs = "false" PlayMissAnimIfSingleTarget = "false" ThrowAtClosestZombie = "false" LobAtZombieAhead = "false" PlacePropOnZombie = "false" GrabAndGrappleZombie = "false" ReleaseGrabbedZombie = "false" ZombieTagJumpingActors = "false" PushAsideAttack = "false" MaxHeightDiff = "0.000000" IsGrabZombieFromBehindMelee = "false" IsGrabZombieFromFrontMelee = "false" MinHitMagnitude = "0.000000" MaxHitMagnitude = "0.000000" }
cCanTurnEvent canturn { Time = "0.250000" Duration = "0.850000" LimitRateOfTurn = "true" RateOfTurn = "0.300000" } } }
cGenericAnimState insertninjaA1 { AnimStateName = "AttackSequence" InsertUnderAnimGroup = "false" ParentNodeId = "" ChooserIntEntryValue = "8050" cCategoryChooser 2039403294 { ChooserType = "NONE" cChooserEntryInt 2976538853 { Anim = "8050" Value = "8050" } }
cAnimRef 8050 { AnimRefName = "male_ninja_attack_a1.anm" DataRate = "1.050000" Looping = "false" Mirror = "false" ExcludeFromLowEnd = "false"
cAnimEvent COMBOBRANCHIN { Time = "0.050000" Duration = "0.000000" }
cComboAcceptEvent COMBOACCEPTBUTTONS { Time = "0.400000" Duration = "0.460000" }
cAnimEvent COMBOBRANCHOUT { Time = "0.645000" Duration = "8.100000" }
cAttackEvent attack { Time = "0.420000" Duration = "0.130000" TriggerWeapon = "false" AttackEffectiveness = "0.000000" AttackName = "weaponlight" HitReactionName = "weaponheavy" FatalReactionName = "weaponheavy" LeftHand = "true" RightHand = "false" LeftFoot = "false" RightFoot = "false" Head = "false" HandToHandAttack = "false" WeaponAttack = "true" PushableAttack = "false" StompAttack = "false" GrappleAttack = "false" WearableAttack = "false" RadiusAttack = "false" AttackRadius = "0.000000" IsArcAttack = "false" AngleWindowSize = "0.000000" AngleWindowCenter = "0.000000" PositionOffsetZ = "0.000000" SingleTarget = "false" DontSliceLimbs = "false" PlayMissAnimIfSingleTarget = "false" ThrowAtClosestZombie = "false" LobAtZombieAhead = "false" PlacePropOnZombie = "false" GrabAndGrappleZombie = "false" ReleaseGrabbedZombie = "false" GrabAndThrowZombie = "false" PushAsideAttack = "false" MaxHeightDiff = "0.000000" IsGrabZombieFromBehindMelee = "false" IsGrabZombieFromFrontMelee = "false" MinHitMagnitude = "0.000000" MaxHitMagnitude = "0.000000" }
cAnimEvent EARLYOUTTORUN { Time = "1.050000" Duration = "8.000000" }
cAnimEvent IGNOREBUTTONPRESS { Time = "0.000000" Duration = "0.400000" }
cAnimEvent INVINCIBLE { Time = "0.200000" Duration = "0.380000" }
cAutoAimEvent autoaim { Time = "0.000000" Duration = "0.300000" MaxZombieDist = "2.000000" MaxIdleAngleDiff = "180.000000" MaxSteerAngleDiff = "45.000000" MaxSteerAngleDiff2 = "90.000000" MaxSteering = "180.000000" DistHasPriorityRange = "0.000000" IncludeStanding = "true" IncludeCrawling = "false" IncludeOnKnees = "false" IncludeDead = "false" UseZombieList = "false" DontSetRotation = "false" }
cAudioAnimEvent LFtsp1 { Time = "0.270000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftLeft" PlaybackPercentage = 0 }
cAudioAnimEvent RFtsp1 { Time = "0.520000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunRight" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp2 { Time = "1.020000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkLeft" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp2 { Time = "1.220000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftRight" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm1 { Time = "0.060000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmMed" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm2 { Time = "0.420000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmFast" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyTorso1 { Time = "0.750000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyTorsoMed" PlaybackPercentage = "0" }
cAudioAnimEvent Swing1 { Time = "0.410000" Duration = "0.000000" Type = "motion" AssetName = "-helditem-Swing1" PlaybackPercentage = "0" } }
}
cGenericAnimState insertninjaA { AnimStateName = "AttackSequence" InsertUnderAnimGroup = "false" ParentNodeId = "" ChooserIntEntryValue = "8051" cCategoryChooser 2039403294 { ChooserType = "NONE" cChooserEntryInt 2976538853 { Anim = "8051" Value = "8051" } }
cAnimRef 8051 { AnimRefName = "male_ninja_attack_a.anm" DataRate = "1.000000" Looping = "false" Mirror = "false" ExcludeFromLowEnd = "false"
cAnimEvent COMBOBRANCHIN { Time = "0.000000" Duration = "0.000000" }
cComboAcceptEvent COMBOACCEPTBUTTONS { Time = "0.350000" Duration = "0.420000" }
cAnimEvent COMBOBRANCHOUT { Time = "0.500000" Duration = "0.100000" }
cAttackEvent attack { Time = "0.350000" Duration = "0.090000" TriggerWeapon = "false" AttackEffectiveness = "0.000000" AttackName = "weaponlight" HitReactionName = "weaponheavy" FatalReactionName = "weaponheavy" LeftHand = "true" RightHand = "false" LeftFoot = "false" RightFoot = "false" Head = "false" HandToHandAttack = "false" WeaponAttack = "true" PushableAttack = "false" StompAttack = "false" GrappleAttack = "false" WearableAttack = "false" RadiusAttack = "false" AttackRadius = "0.000000" IsArcAttack = "false" AngleWindowSize = "0.000000" AngleWindowCenter = "0.000000" PositionOffsetZ = "0.000000" SingleTarget = "false" DontSliceLimbs = "false" PlayMissAnimIfSingleTarget = "false" ThrowAtClosestZombie = "false" LobAtZombieAhead = "false" PlacePropOnZombie = "false" GrabAndGrappleZombie = "false" ReleaseGrabbedZombie = "false" GrabAndThrowZombie = "false" PushAsideAttack = "false" MaxHeightDiff = "0.000000" IsGrabZombieFromBehindMelee = "false" IsGrabZombieFromFrontMelee = "false" MinHitMagnitude = "0.000000" MaxHitMagnitude = "0.000000" }
cAnimEvent EARLYOUTTORUN { Time = "0.890000" Duration = "8.000000" }
cAnimEvent IGNOREBUTTONPRESS { Time = "0.000000" Duration = "0.350000" }
cAnimEvent INVINCIBLE { Time = "0.150000" Duration = "0.400000" }
cAutoAimEvent autoaim { Time = "0.000000" Duration = "0.250000" MaxZombieDist = "2.000000" MaxIdleAngleDiff = "180.000000" MaxSteerAngleDiff = "45.000000" MaxSteerAngleDiff2 = "90.000000" MaxSteering = "180.000000" DistHasPriorityRange = "0.000000" IncludeStanding = "true" IncludeCrawling = "false" IncludeOnKnees = "false" IncludeDead = "false" UseZombieList = "false" DontSetRotation = "false" }
cAudioAnimEvent LFtsp1 { Time = "0.190000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftLeft" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp1 { Time = "0.450167" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunRight" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp2 { Time = "0.840167" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkRight" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp2 { Time = "0.990000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftLeft" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm1 { Time = "0.060000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmMed" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm2 { Time = "0.360000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmFast" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyTorso1 { Time = "0.680000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyTorsoFast" PlaybackPercentage = "0" }
cAudioAnimEvent Swing1 { Time = "0.350000" Duration = "0.000000" Type = "motion" AssetName = "-helditem-Swing1" PlaybackPercentage = "0" }
} }
cGenericAnimState insertninjaB1 { AnimStateName = "AttackSequence" InsertUnderAnimGroup = "false" ParentNodeId = "" ChooserIntEntryValue = "8052" cCategoryChooser 2039403294 { ChooserType = "NONE" cChooserEntryInt 2976538853 { Anim = "8052" Value = "8052" } }
cAnimRef 8052 { AnimRefName = "male_ninja_attack_b1.anm" DataRate = "1.000000" Looping = "false" Mirror = "false" ExcludeFromLowEnd = "false"
cAnimEvent COMBOBRANCHIN { Time = "0.000000" Duration = "0.000000" }
cComboAcceptEvent COMBOACCEPTBUTTONS { Time = "0.400000" Duration = "0.650000" }
cAnimEvent COMBOBRANCHOUT { Time = "0.590000" Duration = "8.000000" }
cAttackEvent attack { Time = "0.290000" Duration = "0.080000" TriggerWeapon = "false" AttackEffectiveness = "0.000000" AttackName = "weaponlight" HitReactionName = "weaponheavy" FatalReactionName = "weaponheavy" LeftHand = "false" RightHand = "true" LeftFoot = "false" RightFoot = "false" Head = "false" HandToHandAttack = "false" WeaponAttack = "true" PushableAttack = "false" StompAttack = "false" GrappleAttack = "false" WearableAttack = "false" RadiusAttack = "false" AttackRadius = "0.000000" IsArcAttack = "false" AngleWindowSize = "0.000000" AngleWindowCenter = "0.000000" PositionOffsetZ = "0.000000" SingleTarget = "false" DontSliceLimbs = "false" PlayMissAnimIfSingleTarget = "false" ThrowAtClosestZombie = "false" LobAtZombieAhead = "false" PlacePropOnZombie = "false" GrabAndGrappleZombie = "false" ReleaseGrabbedZombie = "false" GrabAndThrowZombie = "false" PushAsideAttack = "false" MaxHeightDiff = "0.000000" IsGrabZombieFromBehindMelee = "false" IsGrabZombieFromFrontMelee = "false" MinHitMagnitude = "0.000000" MaxHitMagnitude = "0.000000" }
cAnimEvent EARLYOUTTORUN { Time = "0.533333" Duration = "8.000000" }
cAnimEvent IGNOREBUTTONPRESS { Time = "0.000000" Duration = "0.000000" }
cAnimEvent INVINCIBLE { Time = "0.100000" Duration = "0.400000" }
cAutoAimEvent autoaim { Time = "0.000000" Duration = "0.200000" MaxZombieDist = "2.000000" MaxIdleAngleDiff = "180.000000" MaxSteerAngleDiff = "45.000000" MaxSteerAngleDiff2 = "90.000000" MaxSteering = "180.000000" DistHasPriorityRange = "0.000000" IncludeStanding = "true" IncludeCrawling = "false" IncludeOnKnees = "false" IncludeDead = "false" UseZombieList = "false" DontSetRotation = "false" }
cAudioAnimEvent RFtsp1 { Time = "0.220000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkRight" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp1 { Time = "0.510000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunLeft" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp1 { Time = "1.210000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftLeft" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp2 { Time = "0.756334" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunSoftRight" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp3 { Time = "1.070000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkRight" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm1 { Time = "0.040000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmMed" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm1 { Time = "0.300000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmFast" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm2 { Time = "1.075675" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmFast" PlaybackPercentage = "0" }
cAudioAnimEvent Swing1 { Time = "0.290000" Duration = "0.000000" Type = "motion" AssetName = "-helditem-Swing1" PlaybackPercentage = "0" }
cAudioAnimEvent AttackVocal1 { Time = "0.228334" Duration = "0.000000" Type = "vgasp" AssetName = "Y1Attack" PlaybackPercentage = "0" }
}
}
cGenericAnimState insertninjaB { AnimStateName = "AttackSequence" InsertUnderAnimGroup = "false" ParentNodeId = "" ChooserIntEntryValue = "8053" cCategoryChooser 2039403294 { ChooserType = "NONE" cChooserEntryInt 2976538853 { Anim = "8053" Value = "8053" } }
cAnimRef 8053 { AnimRefName = "male_ninja_attack_b.anm" DataRate = "1.000000" Looping = "false" Mirror = "false" ExcludeFromLowEnd = "false"
cAnimEvent COMBOBRANCHIN { Time = "0.000000" Duration = "0.000000" }
cComboAcceptEvent COMBOACCEPTBUTTONS { Time = "0.400000" Duration = "0.600000" }
cAnimEvent COMBOBRANCHOUT { //Time = "0.960000" Time = "0.750000" Duration = "8.000000" }
cAttackEvent attack { Time = "0.240000" Duration = "0.180000" TriggerWeapon = "false" AttackEffectiveness = "0.000000" AttackName = "weaponlight" HitReactionName = "weaponheavy" FatalReactionName = "weaponheavy" LeftHand = "false" RightHand = "true" LeftFoot = "false" RightFoot = "false" Head = "false" HandToHandAttack = "false" WeaponAttack = "true" PushableAttack = "false" StompAttack = "false" GrappleAttack = "false" WearableAttack = "false" RadiusAttack = "false" AttackRadius = "0.000000" IsArcAttack = "false" AngleWindowSize = "0.000000" AngleWindowCenter = "0.000000" PositionOffsetZ = "0.000000" SingleTarget = "false" DontSliceLimbs = "false" PlayMissAnimIfSingleTarget = "false" ThrowAtClosestZombie = "false" LobAtZombieAhead = "false" PlacePropOnZombie = "false" GrabAndGrappleZombie = "false" ReleaseGrabbedZombie = "false" GrabAndThrowZombie = "false" PushAsideAttack = "false" MaxHeightDiff = "0.000000" IsGrabZombieFromBehindMelee = "false" IsGrabZombieFromFrontMelee = "false" MinHitMagnitude = "0.000000" MaxHitMagnitude = "0.000000" }
cAnimEvent EARLYOUTTORUN { Time = "1.170000" Duration = "8.000000" }
cAnimEvent IGNOREBUTTONPRESS { Time = "0.000000" Duration = "0.400000" }
cAnimEvent INVINCIBLE { Time = "0.100000" Duration = "0.650000" }
cAutoAimEvent autoaim { Time = "0.000000" Duration = "0.175000" MaxZombieDist = "2.000000" MaxIdleAngleDiff = "180.000000" MaxSteerAngleDiff = "45.000000" MaxSteerAngleDiff2 = "90.000000" MaxSteering = "180.000000" DistHasPriorityRange = "0.000000" IncludeStanding = "true" IncludeCrawling = "false" IncludeOnKnees = "false" IncludeDead = "false" UseZombieList = "false" DontSetRotation = "false" }
cAudioAnimEvent RFtsp1 { Time = "0.300000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunRight" PlaybackPercentage = "0" }
cAudioAnimEvent Pivot1 { Time = "0.360000" Duration = "0.000000" Type = "footstep" AssetName = "FtspPivot" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp1 { Time = "0.460000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunSoftLeft" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp2 { Time = "1.050000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkLeft" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp2 { Time = "1.460000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftRight" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm1 { Time = "0.270000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmFast" PlaybackPercentage = "0" }
cAudioAnimEvent Swing1 { Time = "0.260000" Duration = "0.000000" Type = "motion" AssetName = "-helditem-Swing1" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm2 { Time = "0.670000" Duration = 0.000000 Type = "cfoley" AssetName = "CfoleyArmSlow" PlaybackPercentage = "0" }
cAudioAnimEvent AttackVocal1 { Time = "0.150000" Duration = "0.000000" Type = "vgasp" AssetName = "Y1Attack" PlaybackPercentage = "0" }
} }
cGenericAnimState insertninjaC { AnimStateName = "AttackSequence" InsertUnderAnimGroup = "false" ParentNodeId = "" ChooserIntEntryValue = "8054" cCategoryChooser 2039403294 { ChooserType = "NONE" cChooserEntryInt 2976538853 { Anim = "8054" Value = 8054" } }
cAnimRef 8054 { AnimRefName = "male_ninja_attack_c.anm" DataRate = "1.000000" Looping = "false" Mirror = "false" ExcludeFromLowEnd = "false"
cAnimEvent COMBOBRANCHIN { Time = "0.000000" Duration = "0.000000" }
cComboAcceptEvent COMBOACCEPTBUTTONS { Time = "1.200000" Duration = "0.400000" }
cAnimEvent COMBOBRANCHOUT { Time = "1.530000" Duration = "8.000000" }
cAttackEvent attack { Time = "0.500000" Duration = "0.180000" TriggerWeapon = "false" AttackEffectiveness = "0.000000" AttackName = "meleeheavy" HitReactionName = "weaponheavy" FatalReactionName = "weaponheavy" LeftHand = "false" RightHand = "true" LeftFoot = "false" RightFoot = "false" Head = "false" HandToHandAttack = "false" WeaponAttack = "true" PushableAttack = "false" StompAttack = "false" GrappleAttack = "false" WearableAttack = "false" RadiusAttack = "false" AttackRadius = "0.000000" IsArcAttack = "false" AngleWindowSize = "0.000000" AngleWindowCenter = "0.000000" PositionOffsetZ = "0.000000" SingleTarget = "false" DontSliceLimbs = "false" PlayMissAnimIfSingleTarget = "false" ThrowAtClosestZombie = "false" LobAtZombieAhead = "false" PlacePropOnZombie = "false" GrabAndGrappleZombie = "false" ReleaseGrabbedZombie = "false" GrabAndThrowZombie = "false" PushAsideAttack = "false" MaxHeightDiff = "0.000000" IsGrabZombieFromBehindMelee = "false" IsGrabZombieFromFrontMelee = "false" MinHitMagnitude = "0.000000" MaxHitMagnitude = "0.000000" }
cAnimEvent EARLYOUTTORUN { Time = "1.250000" Duration = "8.000000" }
cAnimEvent IGNOREBUTTONPRESS { Time = "0.000000" Duration = "1.200000" }
cAnimEvent INVINCIBLE { Time = "0.200000" Duration = "0.900000" }
cAutoAimEvent autoaim { Time = "0.000000" Duration = "0.400000" MaxZombieDist = "3.000000" MaxIdleAngleDiff = "180.000000" MaxSteerAngleDiff = "45.000000" MaxSteerAngleDiff2 = "90.000000" MaxSteering = "180.000000" DistHasPriorityRange = "0.000000" IncludeStanding = "true" IncludeCrawling = "false" IncludeOnKnees = "false" IncludeDead = "false" UseZombieList = "false" DontSetRotation = "false" }
cAudioAnimEvent RFtsp1 { Time = "0.200000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunSoftRight" PlaybackPercentage = "0" }
cAudioAnimEvent Pivot1 { Time = "0.200000" Duration = "0.000000" Type = "footstep" AssetName = "FtspPivot" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp1 { Time = "0.410000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkLeft" PlaybackPercentage = "0" }
cAudioAnimEvent Scuff1 { Time = "0.590000" Duration = "0.000000" Type = "footstep" AssetName = "FtspScuff" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp2 { Time = "0.840000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunHardRight" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp2 { Time = "1.160000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunLeft" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp3 { Time = "1.520000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkRight" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp3 { Time = "1.761000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftLeft" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm1 { Time = "0.320000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmMed" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm2 { Time = "0.550000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmFast" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyLeg1 { Time = "1.230000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyLegMed" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyLeg2 { Time = "1.532000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyLegSlow" PlaybackPercentage = "0" }
cAudioAnimEvent KickFoley { Time = "0.656000" Duration = "0.000000" Type = "motion" AssetName = "HumanAttackKick" PlaybackPercentage = "0" }
cAudioAnimEvent Swing1 { Time = "0.550000" Duration = "0.000000" Type = "motion" AssetName = "-helditem-Swing1" PlaybackPercentage = "0" }
cAudioAnimEvent AttackVocal1 { Time = "0.252000" Duration = "0.000000" Type = "vgasp" AssetName = "Y2Attack" PlaybackPercentage = "0" }
cAttackEvent attack_kick { Time = "0.750000" Duration = "0.120000" TriggerWeapon = "false" AttackEffectiveness = "0.000000" AttackName = "meleeheavy" HitReactionName = "weaponheavy" FatalReactionName = "weaponheavy" LeftHand = "false" RightHand = "false" LeftFoot = "true" RightFoot = "false" Head = "false" HandToHandAttack = "true" WeaponAttack = "false" PushableAttack = "false" StompAttack = "false" GrappleAttack = "false" WearableAttack = "false" RadiusAttack = "false" AttackRadius = "0.000000" IsArcAttack = "false" AngleWindowSize = "0.000000" AngleWindowCenter = "0.000000" PositionOffsetZ = "0.000000" SingleTarget = "false" DontSliceLimbs = "false" PlayMissAnimIfSingleTarget = "false" ThrowAtClosestZombie = "false" LobAtZombieAhead = "false" PlacePropOnZombie = "false" GrabAndGrappleZombie = "false" ReleaseGrabbedZombie = "false" ZombieTagJumpingActors = "false" PushAsideAttack = "false" MaxHeightDiff = 0.000000 IsGrabZombieFromBehindMelee = "false" IsGrabZombieFromFrontMelee = "false" MinHitMagnitude = "0.000000" MaxHitMagnitude = "0.000000" } } }
The beginning of the code are the entries added by the code so if your sgraph contains # cAnimRef 42 then after you add the code it will be # cAnimRef 48 it must be done for all entries added or game will crash.
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Post by ubiquitous on May 10, 2011 3:11:43 GMT -5
The code for the enhanced items which contain the new animations is // DLC Items
// Ninja cPlayerWeaponItem BroadswordEnhanced { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_QUICKRELEASE" ActionButton1 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton2 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton3 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton4 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton5 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton6 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton7 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState5 = "ANIMSTATE_FREEFALLATTACKTOIDLE" ActionDesiredAnimState6 = "ANIMSTATE_FREEFALLATTACKTOIDLE" ActionDesiredAnimState7 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState5 = "ANIMSTATE_RUNJUMPB" ActionRequiredAnimState6 = "ANIMSTATE_JUMPB" ActionTargetCrawlerOnly5 = "false" ActionTargetCrawlerOnly6 = "false" AnimationAttackChooserValue0 = "8051" AnimationAttackChooserValue1 = "8053" AnimationAttackChooserValue2 = "8050" AnimationAttackChooserValue3 = "8052" AnimationAttackChooserValue4 = "8054" AnimationAttackChooserValue5 = "0" AnimationAttackChooserValue6 = "5" AnimationAttackChooserValue7 = "8055" AnimationAttackName0 = "male_ninja_attack_a" AnimationAttackName1 = "male_ninja_attack_b" AnimationAttackName2 = "male_ninja_attack_a1" AnimationAttackName3 = "male_ninja_attack_b1" AnimationAttackName4 = "male_ninja_attack_c" AnimationAttackName5 = "male_attack_katana_lfoot_long" AnimationAttackName6 = "male_attack_katana_lfoot_short" AnimationAttackName7 = "male_ninja_attack_heavy" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "10" AnimationChooserValueForWalkRun = "0" AnimBankName = "dlc_test" Arbitraty_Slice = "true" AssociatedMagazineType0 = "8" AssociatedMagazineType1 = "12" AttackAudioAssetName0 = "BroadswordHitBody" AttackAudioAssetName1 = "BroadswordHitBody" AttackAudioAssetName2 = "BroadswordHitBody" AttackAudioAssetName3 = "BroadswordHitBody" AttackAudioAssetName4 = "BroadswordHitBody" AttackAudioAssetName5 = "BroadswordHitBodyBig" AttackAudioAssetName6 = "BroadswordHitBodyBig" AttackAudioAssetName7 = "BroadswordHitBodyBig" AttackDamage0 = "125" AttackDamage1 = "125" AttackDamage2 = "125" AttackDamage3 = "125" AttackDamage4 = "125" AttackDamage5 = "125" AttackDamage6 = "125" AttackDamage7 = "125" AudioActionBits = "256" AudioCollisionProfile = "2" AudioFilename = "fx_broadsword" AudioItemName = "Broadsword" AudioUnloadDeferralTime = "1" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionType = "3" ComboBlendDuration0 = "0.3" ComboBlendDuration1 = "0.2" ComboBlendDuration2 = "0.2" ComboBlendDuration3 = "0.2" ComboBlendDuration4 = "0.2" ComboBlendDuration5 = "0.05" ComboBlendDuration6 = "0.05" ComboBlendDuration7 = "0.1" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendXZToUse3 = "2" ComboBlendXZToUse4 = "2" ComboBlendXZToUse5 = "2" ComboBlendXZToUse6 = "2" ComboBlendXZToUse7 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" ComboBlendYToUse3 = "2" ComboBlendYToUse4 = "2" ComboBlendYToUse5 = "2" ComboBlendYToUse6 = "2" ComboBlendYToUse7 = "2" DisplayName = "50842" DR2 = "true" DR2EPI = "false" Durability = "40" EffectAudio0 = "3" EffectAudio1 = "4" EffectAudio2 = "4" EffectAudio3 = "4" EffectAudio4 = "4" EffectAudio5 = "4" EffectAudio6 = "4" EffectAudio7 = "5" EffectOnImpact0 = "280" EffectOnImpact1 = "280" EffectOnImpact2 = "280" EffectOnImpact3 = "280" EffectOnImpact4 = "280" EffectOnImpact5 = "280" EffectOnImpact6 = "280" EffectOnImpact7 = "281" EffectOnVictim0 = "13" EffectOnVictim1 = "13" EffectOnVictim2 = "13" EffectOnVictim3 = "13" EffectOnVictim4 = "13" EffectOnVictim5 = "13" EffectOnVictim6 = "13" EffectOnVictim7 = "13" EffectOnWeapon0 = "155" EffectOnWeapon1 = "155" EffectOnWeapon2 = "155" EffectOnWeapon3 = "155" EffectOnWeapon4 = "155" EffectOnWeapon5 = "155" EffectOnWeapon6 = "155" EffectOnWeapon7 = "155" FatalHitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction3 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction4 = "HITREACTION_WEAPON_HEAVY_SPIN" FatalHitReaction5 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction6 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction7 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" Friction = "25" HandlingStyle = "0" HandsForPickup = "1" HitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction3 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction4 = "HITREACTION_WEAPON_MEDIUM_ALL" HitReaction5 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction6 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction7 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" IconFilename = "w_broadsword" IgnoreAnyComboRequests0 = "false" IgnoreAnyComboRequests5 = "true" IgnoreAnyComboRequests6 = "true" Impulse0 = "1" Impulse1 = "1" Impulse2 = "1" Impulse3 = "1" Impulse4 = "1" Impulse5 = "1" Impulse6 = "1" Impulse7 = "1" InteractDistance = "1.3" InventoryInteractionType = "0" IsWeapon = "true" MaxProjectileDamage = "125" ProjectileFatalHitReaction = "50" ProjectileHitImpulse = "1" ProjectileHitReaction = "13" PyroEffect0 = "0" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "2" RequiredComboSeqCounter3 = "3" RequiredComboSeqCounter4 = "4" RequiredComboSeqCounter5 = "0" RequiredComboSeqCounter6 = "0" RequiredComboSeqCounter7 = "0" ResetComboSeqCounter1 = "false" ResetComboSeqCounter2 = "false" ResetComboSeqCounter3 = "false" ResetComboSeqCounter4 = "true" ResetComboSeqCounter5 = "false" ResetComboSeqCounter6 = "false" ResetComboSeqCounter7 = "true" Restitution = "0.05" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" SurvivorWeapon = "true" ThrowAngleDegrees = "5" ThrowEffectAudio = "5" ThrowEffectOnImpact = "280" ThrowEffectOnVictim = "13" ThrowForce = "10" ThrowSpin = "20,0,0" VibrationPattern0 = "5" VibrationPattern1 = "5" VibrationPattern2 = "5" VibrationPattern3 = "5" VibrationPattern4 = "14" VibrationPattern5 = "5" VibrationPattern6 = "5" VibrationPattern7 = "5" WeaponCanSliceLimbs = "false" WeaponType = "4" Weight = "15" }
cPlayerWeaponItem KatanaSwordEnhanced { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_QUICKRELEASE" ActionButton1 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton2 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton3 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton4 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton5 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton6 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton7 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState5 = "ANIMSTATE_FREEFALLATTACKTOIDLE" ActionDesiredAnimState6 = "ANIMSTATE_FREEFALLATTACKTOIDLE" ActionDesiredAnimState7 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState5 = "ANIMSTATE_RUNJUMPB" ActionRequiredAnimState6 = "ANIMSTATE_JUMPB" ActionTargetCrawlerOnly5 = "false" ActionTargetCrawlerOnly6 = "false" AnimationAttackChooserValue0 = "8051" AnimationAttackChooserValue1 = "8053" AnimationAttackChooserValue2 = "8050" AnimationAttackChooserValue3 = "8052" AnimationAttackChooserValue4 = "8054" AnimationAttackChooserValue5 = "0" AnimationAttackChooserValue6 = "5" AnimationAttackChooserValue7 = "8055" AnimationAttackName0 = "male_ninja_attack_a" AnimationAttackName1 = "male_ninja_attack_b" AnimationAttackName2 = "male_ninja_attack_a1" AnimationAttackName3 = "male_ninja_attack_b1" AnimationAttackName4 = "male_ninja_attack_c" AnimationAttackName5 = "male_attack_katana_lfoot_long" AnimationAttackName6 = "male_attack_katana_lfoot_short" AnimationAttackName7 = "male_ninja_attack_heavy" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "10" AnimationChooserValueForWalkRun = "0" AnimBankName = "dlc_test" Arbitraty_Slice = "true" AssetFilename = "data/models/weapons/katanasword" AssociatedMagazineType0 = "8" AssociatedMagazineType1 = "12" AttackAudioAssetName0 = "KatanaSwordHitBodyBig" AttackAudioAssetName1 = "KatanaSwordHitBodyBig" AttackAudioAssetName2 = "KatanaSwordHitBodyBig" AttackAudioAssetName3 = "KatanaSwordHitBodyBig" AttackAudioAssetName4 = "KatanaSwordHitBodyBig" AttackAudioAssetName5 = "KatanaSwordHitBodyBig" AttackAudioAssetName6 = "KatanaSwordHitBodyBig" AttackAudioAssetName7 = "KatanaSwordHitBodyBig" AttackDamage0 = "125" AttackDamage1 = "125" AttackDamage2 = "125" AttackDamage3 = "125" AttackDamage4 = "125" AttackDamage5 = "125" AttackDamage6 = "125" AttackDamage7 = "125" AudioActionBits = "256" AudioCollisionProfile = "2" AudioFilename = "fx_katanasword" AudioItemName = "KatanaSword" AudioUnloadDeferralTime = "1" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionType = "3" ComboBlendDuration0 = "0.3" ComboBlendDuration1 = "0.2" ComboBlendDuration2 = "0.2" ComboBlendDuration3 = "0.2" ComboBlendDuration4 = "0.2" ComboBlendDuration5 = "0.05" ComboBlendDuration6 = "0.05" ComboBlendDuration7 = "0.1" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendXZToUse3 = "2" ComboBlendXZToUse4 = "2" ComboBlendXZToUse5 = "2" ComboBlendXZToUse6 = "2" ComboBlendXZToUse7 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" ComboBlendYToUse3 = "2" ComboBlendYToUse4 = "2" ComboBlendYToUse5 = "2" ComboBlendYToUse6 = "2" ComboBlendYToUse7 = "2" DisplayName = "50842" DR2 = "true" DR2EPI = "false" Durability = "40" EffectAudio0 = "3" EffectAudio1 = "4" EffectAudio2 = "4" EffectAudio3 = "4" EffectAudio4 = "4" EffectAudio5 = "4" EffectAudio6 = "4" EffectAudio7 = "5" EffectOnImpact0 = "280" EffectOnImpact1 = "280" EffectOnImpact2 = "280" EffectOnImpact3 = "280" EffectOnImpact4 = "280" EffectOnImpact5 = "280" EffectOnImpact6 = "280" EffectOnImpact7 = "281" EffectOnVictim0 = "13" EffectOnVictim1 = "13" EffectOnVictim2 = "13" EffectOnVictim3 = "13" EffectOnVictim4 = "13" EffectOnVictim5 = "13" EffectOnVictim6 = "13" EffectOnVictim7 = "13" EffectOnWeapon0 = "155" EffectOnWeapon1 = "155" EffectOnWeapon2 = "155" EffectOnWeapon3 = "155" EffectOnWeapon4 = "155" EffectOnWeapon5 = "155" EffectOnWeapon6 = "155" EffectOnWeapon7 = "155" FatalHitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction3 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction4 = "HITREACTION_WEAPON_HEAVY_SPIN" FatalHitReaction5 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction6 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction7 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" Friction = "25" HandlingStyle = "0" HandsForPickup = "1" HitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction3 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction4 = "HITREACTION_WEAPON_MEDIUM_ALL" HitReaction5 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction6 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction7 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" IconFilename = "w_katanasword" IgnoreAnyComboRequests0 = "false" IgnoreAnyComboRequests5 = "true" IgnoreAnyComboRequests6 = "true" Impulse0 = "1" Impulse1 = "1" Impulse2 = "1" Impulse3 = "1" Impulse4 = "1" Impulse5 = "1" Impulse6 = "1" Impulse7 = "1" InteractDistance = "1.3" InventoryInteractionType = "0" IsWeapon = "true" MaxProjectileDamage = "125" ProjectileFatalHitReaction = "50" ProjectileHitImpulse = "1" ProjectileHitReaction = "13" PyroEffect0 = "0" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "2" RequiredComboSeqCounter3 = "3" RequiredComboSeqCounter4 = "4" RequiredComboSeqCounter5 = "0" RequiredComboSeqCounter6 = "0" RequiredComboSeqCounter7 = "0" ResetComboSeqCounter1 = "false" ResetComboSeqCounter2 = "false" ResetComboSeqCounter3 = "false" ResetComboSeqCounter4 = "true" ResetComboSeqCounter5 = "false" ResetComboSeqCounter6 = "false" ResetComboSeqCounter7 = "true" Restitution = "0.05" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" SurvivorWeapon = "true" ThrowAngleDegrees = "5" ThrowEffectAudio = "5" ThrowEffectOnImpact = "280" ThrowEffectOnVictim = "13" ThrowForce = "10" ThrowSpin = "20,0,0" VibrationPattern0 = "5" VibrationPattern1 = "5" VibrationPattern2 = "5" VibrationPattern3 = "5" VibrationPattern4 = "14" VibrationPattern5 = "5" VibrationPattern6 = "5" VibrationPattern7 = "5" WeaponCanSliceLimbs = "false" WeaponType = "4" Weight = "15" }
cPlayerWeaponItem LaserLightSwordEnhanced { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_QUICKRELEASE" ActionButton1 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton2 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton3 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton4 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton5 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton6 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton7 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState5 = "ANIMSTATE_FREEFALLATTACKTOIDLE" ActionDesiredAnimState6 = "ANIMSTATE_FREEFALLATTACKTOIDLE" ActionDesiredAnimState7 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState5 = "ANIMSTATE_RUNJUMPB" ActionRequiredAnimState6 = "ANIMSTATE_JUMPB" ActionTargetCrawlerOnly5 = "false" ActionTargetCrawlerOnly6 = "false" AnimationAttackChooserValue0 = "8051" AnimationAttackChooserValue1 = "8053" AnimationAttackChooserValue2 = "8050" AnimationAttackChooserValue3 = "8052" AnimationAttackChooserValue4 = "8054" AnimationAttackChooserValue5 = "0" AnimationAttackChooserValue6 = "5" AnimationAttackChooserValue7 = "8055" AnimationAttackName0 = "male_ninja_attack_a" AnimationAttackName1 = "male_ninja_attack_b" AnimationAttackName2 = "male_ninja_attack_a1" AnimationAttackName3 = "male_ninja_attack_b1" AnimationAttackName4 = "male_ninja_attack_c" AnimationAttackName5 = "male_attack_katana_lfoot_long" AnimationAttackName6 = "male_attack_katana_lfoot_short" AnimationAttackName7 = "male_ninja_attack_heavy" AnimationChooserValueForHand = "1" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "10" AnimationChooserValueForWalkRun = "0" AnimBankName = "dlc_test" Arbitraty_Slice = "true" AssetFilename = "data/models/weapons/combo_lightsaber" AssociatedMagazineType0 = "8" AssociatedMagazineType1 = "12" AttackAudioAssetName0 = "LaserLightHitBody" AttackAudioAssetName1 = "LaserLightHitBody" AttackAudioAssetName2 = "LaserLightHitBody" AttackAudioAssetName3 = "LaserLightHitBody" AttackAudioAssetName4 = "LaserLightHitBody" AttackAudioAssetName5 = "LaserLightHitBody" AttackAudioAssetName6 = "LaserLightHitBody" AttackAudioAssetName7 = "LaserLightHitBody" AttackDamage0 = "125" AttackDamage1 = "125" AttackDamage2 = "125" AttackDamage3 = "125" AttackDamage4 = "125" AttackDamage5 = "125" AttackDamage6 = "125" AttackDamage7 = "125" AudioActionBits = "256" AudioCollisionProfile = "2" AudioFilename = "fx_laserlight" AudioItemName = "LaserLight" AudioUnloadDeferralTime = "1" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionType = "3" ComboBlendDuration0 = "0.3" ComboBlendDuration1 = "0.2" ComboBlendDuration2 = "0.2" ComboBlendDuration3 = "0.2" ComboBlendDuration4 = "0.2" ComboBlendDuration5 = "0.05" ComboBlendDuration6 = "0.05" ComboBlendDuration7 = "0.1" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendXZToUse3 = "2" ComboBlendXZToUse4 = "2" ComboBlendXZToUse5 = "2" ComboBlendXZToUse6 = "2" ComboBlendXZToUse7 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" ComboBlendYToUse3 = "2" ComboBlendYToUse4 = "2" ComboBlendYToUse5 = "2" ComboBlendYToUse6 = "2" ComboBlendYToUse7 = "2" DisplayName = "50375" DR2 = "true" DR2EPI = "false" Durability = "40" EffectAudio0 = "3" EffectAudio1 = "4" EffectAudio2 = "4" EffectAudio3 = "4" EffectAudio4 = "4" EffectAudio5 = "4" EffectAudio6 = "4" EffectAudio7 = "5" EffectOnImpact0 = "280" EffectOnImpact1 = "280" EffectOnImpact2 = "280" EffectOnImpact3 = "280" EffectOnImpact4 = "280" EffectOnImpact5 = "280" EffectOnImpact6 = "280" EffectOnImpact7 = "281" EffectOnVictim0 = "13" EffectOnVictim1 = "13" EffectOnVictim2 = "13" EffectOnVictim3 = "13" EffectOnVictim4 = "13" EffectOnVictim5 = "13" EffectOnVictim6 = "13" EffectOnVictim7 = "13" EffectOnWeapon0 = "155" EffectOnWeapon1 = "155" EffectOnWeapon2 = "155" EffectOnWeapon3 = "155" EffectOnWeapon4 = "155" EffectOnWeapon5 = "155" EffectOnWeapon6 = "155" EffectOnWeapon7 = "155" FatalHitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction3 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction4 = "HITREACTION_WEAPON_HEAVY_SPIN" FatalHitReaction5 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction6 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction7 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" Friction = "25" HandlingStyle = "0" HandsForPickup = "1" HitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction3 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction4 = "HITREACTION_WEAPON_MEDIUM_ALL" HitReaction5 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction6 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction7 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" IconFilename = "w_combo_lightsaber" IgnoreAnyComboRequests0 = "false" IgnoreAnyComboRequests5 = "true" IgnoreAnyComboRequests6 = "true" Impulse0 = "1" Impulse1 = "1" Impulse2 = "1" Impulse3 = "1" Impulse4 = "1" Impulse5 = "1" Impulse6 = "1" Impulse7 = "1" InteractDistance = "1.3" InventoryInteractionType = "0" IsWeapon = "true" MaxProjectileDamage = "125" ProjectileFatalHitReaction = "50" ProjectileHitImpulse = "1" ProjectileHitReaction = "13" PyroEffect0 = "0" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "2" RequiredComboSeqCounter3 = "3" RequiredComboSeqCounter4 = "4" RequiredComboSeqCounter5 = "0" RequiredComboSeqCounter6 = "0" RequiredComboSeqCounter7 = "0" ResetComboSeqCounter1 = "false" ResetComboSeqCounter2 = "false" ResetComboSeqCounter3 = "false" ResetComboSeqCounter4 = "true" ResetComboSeqCounter5 = "false" ResetComboSeqCounter6 = "false" ResetComboSeqCounter7 = "true" Restitution = "0.05" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" SurvivorWeapon = "true" ThrowAngleDegrees = "5" ThrowEffectAudio = "5" ThrowEffectOnImpact = "280" ThrowEffectOnVictim = "13" ThrowForce = "10" ThrowSpin = "20,0,0" VibrationPattern0 = "5" VibrationPattern1 = "5" VibrationPattern2 = "5" VibrationPattern3 = "5" VibrationPattern4 = "14" VibrationPattern5 = "5" VibrationPattern6 = "5" VibrationPattern7 = "5" WeaponCanSliceLimbs = "false" WeaponType = "4" Weight = "15" }
cPlayerWeaponItem MagicianSwordEnhanced { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_QUICKRELEASE" ActionButton1 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton2 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton3 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton4 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton5 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton6 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton7 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState5 = "ANIMSTATE_FREEFALLATTACKTOIDLE" ActionDesiredAnimState6 = "ANIMSTATE_FREEFALLATTACKTOIDLE" ActionDesiredAnimState7 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState4 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState5 = "ANIMSTATE_RUNJUMPB" ActionRequiredAnimState6 = "ANIMSTATE_JUMPB" ActionTargetCrawlerOnly5 = "false" ActionTargetCrawlerOnly6 = "false" AnimationAttackChooserValue0 = "8051" AnimationAttackChooserValue1 = "8053" AnimationAttackChooserValue2 = "8050" AnimationAttackChooserValue3 = "8052" AnimationAttackChooserValue4 = "8054" AnimationAttackChooserValue5 = "0" AnimationAttackChooserValue6 = "5" AnimationAttackChooserValue7 = "8055" AnimationAttackName0 = "male_ninja_attack_a" AnimationAttackName1 = "male_ninja_attack_b" AnimationAttackName2 = "male_ninja_attack_a1" AnimationAttackName3 = "male_ninja_attack_b1" AnimationAttackName4 = "male_ninja_attack_c" AnimationAttackName5 = "male_attack_katana_lfoot_long" AnimationAttackName6 = "male_attack_katana_lfoot_short" AnimationAttackName7 = "male_ninja_attack_heavy" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "10" AnimationChooserValueForWalkRun = "0" AnimBankName = "dlc_test" Arbitraty_Slice = "true" AssetFilename = "magician_sword" AssociatedMagazineType0 = "8" AssociatedMagazineType1 = "12" AttackAudioAssetName0 = "MagicianSwordHitBody" AttackAudioAssetName1 = "MagicianSwordHitBody" AttackAudioAssetName2 = "MagicianSwordHitBody" AttackAudioAssetName3 = "MagicianSwordHitBody" AttackAudioAssetName4 = "MagicianSwordHitBody" AttackAudioAssetName5 = "MagicianSwordHitBody" AttackAudioAssetName6 = "MagicianSwordHitBody" AttackAudioAssetName7 = "MagicianSwordHitBody" AttackDamage0 = "125" AttackDamage1 = "125" AttackDamage2 = "125" AttackDamage3 = "125" AttackDamage4 = "125" AttackDamage5 = "125" AttackDamage6 = "125" AttackDamage7 = "125" AudioActionBits = "256" AudioCollisionProfile = "2" AudioFilename = "fx_magiciansword" AudioItemName = "MagicianSword" AudioUnloadDeferralTime = "1" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionType = "3" ComboBlendDuration0 = "0.3" ComboBlendDuration1 = "0.2" ComboBlendDuration2 = "0.2" ComboBlendDuration3 = "0.2" ComboBlendDuration4 = "0.2" ComboBlendDuration5 = "0.05" ComboBlendDuration6 = "0.05" ComboBlendDuration7 = "0.1" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendXZToUse3 = "2" ComboBlendXZToUse4 = "2" ComboBlendXZToUse5 = "2" ComboBlendXZToUse6 = "2" ComboBlendXZToUse7 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" ComboBlendYToUse3 = "2" ComboBlendYToUse4 = "2" ComboBlendYToUse5 = "2" ComboBlendYToUse6 = "2" ComboBlendYToUse7 = "2" DisplayName = "50375" DR2 = "true" DR2EPI = "false" Durability = "40" EffectAudio0 = "3" EffectAudio1 = "4" EffectAudio2 = "4" EffectAudio3 = "4" EffectAudio4 = "4" EffectAudio5 = "4" EffectAudio6 = "4" EffectAudio7 = "5" EffectOnImpact0 = "280" EffectOnImpact1 = "280" EffectOnImpact2 = "280" EffectOnImpact3 = "280" EffectOnImpact4 = "280" EffectOnImpact5 = "280" EffectOnImpact6 = "280" EffectOnImpact7 = "281" EffectOnVictim0 = "13" EffectOnVictim1 = "13" EffectOnVictim2 = "13" EffectOnVictim3 = "13" EffectOnVictim4 = "13" EffectOnVictim5 = "13" EffectOnVictim6 = "13" EffectOnVictim7 = "13" EffectOnWeapon0 = "155" EffectOnWeapon1 = "155" EffectOnWeapon2 = "155" EffectOnWeapon3 = "155" EffectOnWeapon4 = "155" EffectOnWeapon5 = "155" EffectOnWeapon6 = "155" EffectOnWeapon7 = "155" FatalHitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction3 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction4 = "HITREACTION_WEAPON_HEAVY_SPIN" FatalHitReaction5 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction6 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction7 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" Friction = "25" HandlingStyle = "0" HandsForPickup = "1" HitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction2 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction3 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction4 = "HITREACTION_WEAPON_MEDIUM_ALL" HitReaction5 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction6 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction7 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" IconFilename = "w_magician_sword" IgnoreAnyComboRequests0 = "false" IgnoreAnyComboRequests5 = "true" IgnoreAnyComboRequests6 = "true" Impulse0 = "1" Impulse1 = "1" Impulse2 = "1" Impulse3 = "1" Impulse4 = "1" Impulse5 = "1" Impulse6 = "1" Impulse7 = "1" InteractDistance = "1.3" InventoryInteractionType = "0" IsWeapon = "true" MaxProjectileDamage = "125" ProjectileFatalHitReaction = "50" ProjectileHitImpulse = "1" ProjectileHitReaction = "13" PyroEffect0 = "0" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "2" RequiredComboSeqCounter3 = "3" RequiredComboSeqCounter4 = "4" RequiredComboSeqCounter5 = "0" RequiredComboSeqCounter6 = "0" RequiredComboSeqCounter7 = "0" ResetComboSeqCounter1 = "false" ResetComboSeqCounter2 = "false" ResetComboSeqCounter3 = "false" ResetComboSeqCounter4 = "true" ResetComboSeqCounter5 = "false" ResetComboSeqCounter6 = "false" ResetComboSeqCounter7 = "true" Restitution = "0.05" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" SurvivorWeapon = "true" ThrowAngleDegrees = "5" ThrowEffectAudio = "5" ThrowEffectOnImpact = "280" ThrowEffectOnVictim = "13" ThrowForce = "10" ThrowSpin = "20,0,0" VibrationPattern0 = "5" VibrationPattern1 = "5" VibrationPattern2 = "5" VibrationPattern3 = "5" VibrationPattern4 = "14" VibrationPattern5 = "5" VibrationPattern6 = "5" VibrationPattern7 = "5" WeaponCanSliceLimbs = "false" WeaponType = "4" Weight = "15" }
cThemeItem Ninja { ClothingPartName = "ninja" IncreasedStackableThrowingRate = "0.75" IncreasedThrowForcePercentage = "0.25" OutfitName = "OUTFIT_NINJA" OverallIncreaseAttackDamageForThemedWeapons = "0.25" ReducedAttractionDistanceOfZombies = "0.965" ReducedChanceOfGrapple = "0.95" cEnhancedThemedItem eBroadSword { EnhancedItemName = "BroadswordEnhanced" ItemName = "Broadsword" }
cEnhancedThemedItem eKatanaSword { EnhancedItemName = "KatanaSwordEnhanced" ItemName = "KatanaSword" }
cEnhancedThemedItem eLaserLightSword { EnhancedItemName = "LaserLightSwordEnhanced" ItemName = "LaserLightSword" }
cEnhancedThemedItem eBoxOfNails { ItemName = "BoxOfNails" } cEnhancedThemedItem eNails { ItemName = "Nails" }
cEnhancedThemedItem eCasinoChips { ItemName = "CasinoChips" } cEnhancedThemedItem eCasinoChipsPieces { ItemName = "CasinoChips_Pieces" }
cEnhancedThemedItem eGems { ItemName = "Gems" } cEnhancedThemedItem eGemsPieces { ItemName = "Gems_Pieces" }
cEnhancedThemedItem ePlates { ItemName = "Plates" } cEnhancedThemedItem ePlateSingle { ItemName = "Plate_Single" }
cEnhancedThemedItem ePlayingCards { ItemName = "PlayingCards" } cEnhancedThemedItem ePlayingCardsPieces { ItemName = "PlayingCards_Pieces" }
cEnhancedThemedItem eVinylRecords { ItemName = "VinylRecords" } cEnhancedThemedItem eVinylRecordSingle { ItemName = "VinylRecord_Single" }
cEnhancedThemedItem eFirecrackers { ItemName = "FireCrackers" } cEnhancedThemedItem eFirecracker { ItemName = "FireCracker" }
cEnhancedThemedItem eMagicianSword { EnhancedItemName = "MagicianSwordEnhanced" ItemName = "MagicianSword" } }
cClothingDispenserItem ninjaDispenser { AchievementCategory = "-1" AssetFilename = "data/models/interactables/clothesbox" ChangeEntireOutfit = "false" ClothingEmote = "3" ClothingIconName = "TIR_Outfit.bct" CollidableQuality = "0" CollisionType = "3" Description = "9023" DisplayName = "50375" DR2 = "true" DR2PRO = "false" InteractDistance = "2" IsChest = "true" IsFacewear = "true" IsFeet = "true" IsHands = "true" IsHead = "true" IsHeadwear = "true" IsLegs = "true" MergedFilename = "data/dynamicprops/clothesbox" OutfitId = "144" Restitution = "0.05" RestrictedByRegion = "false" Unmoveable = "true" Weight = "100" } Code for that goes into your items.txt. Still working on adding the animations but with more minds working on it I'm sure it will be done before you know it.
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on May 10, 2011 8:05:11 GMT -5
the readme.txt is in the first download, Anno1404 was nice enough to put everything together for a release, so that technically isn't my upload. Also, thank you for the Display Names, I didn't realize they were in the game! And yes, new abilities and attributes work in SKIDROW. But NOT the new animations. **UPDATE 5/10/2011**posted the "how to" on this thread
Tried adding the ninja animations into the game but ran into a problem. The jump animation with the broad sword actually works so I'm guessing its already in the game but I am not sure since I never really used swords. The problem when using broadsword is since the animation is missing he just sits there without moving and you cant move while the missing animation is playing. The animations are referenced as .anm files and are probably stored in another .big file. While I find a way to get them in here is the code for someone who wants to attempt to figure it out before I am able to. sgraph.txt // DLC Added entries // Ninja // cGenericAnimState 6 // cCategoryChooser 6 // cChooserEntryInt 6 // cAnimRef 6 // cAnimEvent 30 // cAutoAimEvent 6 // cComboAcceptEvent 6 // cAttackEvent 8 // cAudioAnimEvent 66 // cCanTurnEvent 1
// DLC // Ninja cGenericAnimState insertninjaheavy { AnimStateName = "AttackSequence" InsertUnderAnimGroup = "false" ParentNodeId = "" ChooserIntEntryValue = "8055" cCategoryChooser 2039403294 { ChooserType = "NONE" cChooserEntryInt 2976538853 { Anim = "8055" Value = "8055" } }
cAnimRef 8055 { AnimRefName = "male_ninja_attack_heavy.anm" DataRate = "1.000000" Looping = "false" Mirror = "false" ExcludeFromLowEnd = "false"
cAnimEvent COMBOBRANCHIN { Time = "0.000000" Duration = "0.000000" }
cAutoAimEvent autoaim { Time = "0.000000" Duration = "0.000000" MaxZombieDist = "2.000000" MaxIdleAngleDiff = "180.000000" MaxSteerAngleDiff = "45.000000" MaxSteerAngleDiff2 = "90.000000" MaxSteering = "180.000000" DistHasPriorityRange = "0.000000" IncludeStanding = "true" IncludeCrawling = "false" IncludeOnKnees = "false" IncludeDead = "false" UseZombieList = "false" DontSetRotation = "false" }
cComboAcceptEvent COMBOACCEPTBUTTONS { Time = "1.300000" Duration = "1.050000" }
cAnimEvent COMBOBRANCHOUT { Time = "2.270000" Duration = "8.000000" }
cAttackEvent attack_1 { Time = "0.510000" Duration = "0.100000" TriggerWeapon = "false" AttackEffectiveness = "0.000000" AttackName = "weaponlight" HitReactionName = "weaponheavy" FatalReactionName = "weaponheavy" LeftHand = "true" RightHand = "false" LeftFoot = "false" RightFoot = "false" Head = "false" HandToHandAttack = "false" WeaponAttack = "true" PushableAttack = "false" StompAttack = "false" GrappleAttack = "false" WearableAttack = "false" RadiusAttack = "false" AttackRadius = "0.000000" IsArcAttack = "false" AngleWindowSize = "0.000000" AngleWindowCenter = "0.000000" PositionOffsetZ = "0.000000" SingleTarget = "false" DontSliceLimbs = "false" PlayMissAnimIfSingleTarget = "false" ThrowAtClosestZombie = "false" LobAtZombieAhead = "false" PlacePropOnZombie = "false" GrabAndGrappleZombie = "false" ReleaseGrabbedZombie = "false" GrabAndThrowZombie = "false" PushAsideAttack = "false" MaxHeightDiff = "0.000000" IsGrabZombieFromBehindMelee = "false" IsGrabZombieFromFrontMelee = "false" MinHitMagnitude = "0.000000" MaxHitMagnitude = "0.000000" }
cAnimEvent EARLYOUTTORUN { Time = "2.270000" Duration = "8.000000" }
cAnimEvent IGNOREBUTTONPRESS { Time = "0.000000" Duration = "2.000000" }
cAnimEvent INVINCIBLE { Time = "0.350000" Duration = "1.050000" }
cAudioAnimEvent LFtsp1 { Time = "0.250000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftLeft" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp1 { Time = "0.530000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunSoftRight" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp2 { Time = "0.720000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunLeft" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp2 { Time = "0.840000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunRight" PlaybackPercentage = "0" }
cAudioAnimEvent Pivot1 { Time = "0.840000" Duration = "0.000000" Type = "footstep" AssetName = "FtspPivot" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp3 { Time = "1.450000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunHardLeft" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp3 { Time = "1.590000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunSoftRight" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp4 { Time = "1.970000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftRight" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp4 { Time = "2.300000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftLeft" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm1 { Time = "0.190000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmMed" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm2 { Time = "0.830000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmFast" PlaybackPercentage = 0 }
cAudioAnimEvent CfoleyArm3 { Time = "1.500000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmFast" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm4 { Time = "1.890000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmSlow" PlaybackPercentage = "0" }
cAudioAnimEvent Swing1 { Time = "0.570000" Duration = "0.000000" Type = "motion" AssetName = "-helditem-Swing1" PlaybackPercentage = "0" }
cAudioAnimEvent Swing2 { Time = "1.190000" Duration = "0.000000" Type = "motion" AssetName = "-helditem-Swing1" PlaybackPercentage = "0" }
cAudioAnimEvent AttackVocal1 { Time = "0.782000" Duration = "0.000000" Type = "vgasp" AssetName = "Y2Attack" PlaybackPercentage = "0" }
cAttackEvent attack_2 { Time = "1.150000" Duration = "0.200000" TriggerWeapon = "false" AttackEffectiveness = "0.000000" AttackName = "weaponlight" HitReactionName = "weaponheavy" FatalReactionName = "weaponheavy" LeftHand = "true" RightHand = "false" LeftFoot = "false" RightFoot = "false" Head = "false" HandToHandAttack = "false" WeaponAttack = "true" PushableAttack = "false" StompAttack = "false" GrappleAttack = "false" WearableAttack = "false" RadiusAttack = "false" AttackRadius = "0.000000" IsArcAttack = "false" AngleWindowSize = "0.000000" AngleWindowCenter = "0.000000" PositionOffsetZ = "0.000000" SingleTarget = "false" DontSliceLimbs = "false" PlayMissAnimIfSingleTarget = "false" ThrowAtClosestZombie = "false" LobAtZombieAhead = "false" PlacePropOnZombie = "false" GrabAndGrappleZombie = "false" ReleaseGrabbedZombie = "false" ZombieTagJumpingActors = "false" PushAsideAttack = "false" MaxHeightDiff = "0.000000" IsGrabZombieFromBehindMelee = "false" IsGrabZombieFromFrontMelee = "false" MinHitMagnitude = "0.000000" MaxHitMagnitude = "0.000000" }
cCanTurnEvent canturn { Time = "0.250000" Duration = "0.850000" LimitRateOfTurn = "true" RateOfTurn = "0.300000" } } }
cGenericAnimState insertninjaA1 { AnimStateName = "AttackSequence" InsertUnderAnimGroup = "false" ParentNodeId = "" ChooserIntEntryValue = "8050" cCategoryChooser 2039403294 { ChooserType = "NONE" cChooserEntryInt 2976538853 { Anim = "8050" Value = "8050" } }
cAnimRef 8050 { AnimRefName = "male_ninja_attack_a1.anm" DataRate = "1.050000" Looping = "false" Mirror = "false" ExcludeFromLowEnd = "false"
cAnimEvent COMBOBRANCHIN { Time = "0.050000" Duration = "0.000000" }
cComboAcceptEvent COMBOACCEPTBUTTONS { Time = "0.400000" Duration = "0.460000" }
cAnimEvent COMBOBRANCHOUT { Time = "0.645000" Duration = "8.100000" }
cAttackEvent attack { Time = "0.420000" Duration = "0.130000" TriggerWeapon = "false" AttackEffectiveness = "0.000000" AttackName = "weaponlight" HitReactionName = "weaponheavy" FatalReactionName = "weaponheavy" LeftHand = "true" RightHand = "false" LeftFoot = "false" RightFoot = "false" Head = "false" HandToHandAttack = "false" WeaponAttack = "true" PushableAttack = "false" StompAttack = "false" GrappleAttack = "false" WearableAttack = "false" RadiusAttack = "false" AttackRadius = "0.000000" IsArcAttack = "false" AngleWindowSize = "0.000000" AngleWindowCenter = "0.000000" PositionOffsetZ = "0.000000" SingleTarget = "false" DontSliceLimbs = "false" PlayMissAnimIfSingleTarget = "false" ThrowAtClosestZombie = "false" LobAtZombieAhead = "false" PlacePropOnZombie = "false" GrabAndGrappleZombie = "false" ReleaseGrabbedZombie = "false" GrabAndThrowZombie = "false" PushAsideAttack = "false" MaxHeightDiff = "0.000000" IsGrabZombieFromBehindMelee = "false" IsGrabZombieFromFrontMelee = "false" MinHitMagnitude = "0.000000" MaxHitMagnitude = "0.000000" }
cAnimEvent EARLYOUTTORUN { Time = "1.050000" Duration = "8.000000" }
cAnimEvent IGNOREBUTTONPRESS { Time = "0.000000" Duration = "0.400000" }
cAnimEvent INVINCIBLE { Time = "0.200000" Duration = "0.380000" }
cAutoAimEvent autoaim { Time = "0.000000" Duration = "0.300000" MaxZombieDist = "2.000000" MaxIdleAngleDiff = "180.000000" MaxSteerAngleDiff = "45.000000" MaxSteerAngleDiff2 = "90.000000" MaxSteering = "180.000000" DistHasPriorityRange = "0.000000" IncludeStanding = "true" IncludeCrawling = "false" IncludeOnKnees = "false" IncludeDead = "false" UseZombieList = "false" DontSetRotation = "false" }
cAudioAnimEvent LFtsp1 { Time = "0.270000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftLeft" PlaybackPercentage = 0 }
cAudioAnimEvent RFtsp1 { Time = "0.520000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunRight" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp2 { Time = "1.020000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkLeft" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp2 { Time = "1.220000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftRight" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm1 { Time = "0.060000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmMed" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm2 { Time = "0.420000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmFast" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyTorso1 { Time = "0.750000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyTorsoMed" PlaybackPercentage = "0" }
cAudioAnimEvent Swing1 { Time = "0.410000" Duration = "0.000000" Type = "motion" AssetName = "-helditem-Swing1" PlaybackPercentage = "0" } }
}
cGenericAnimState insertninjaA { AnimStateName = "AttackSequence" InsertUnderAnimGroup = "false" ParentNodeId = "" ChooserIntEntryValue = "8051" cCategoryChooser 2039403294 { ChooserType = "NONE" cChooserEntryInt 2976538853 { Anim = "8051" Value = "8051" } }
cAnimRef 8051 { AnimRefName = "male_ninja_attack_a.anm" DataRate = "1.000000" Looping = "false" Mirror = "false" ExcludeFromLowEnd = "false"
cAnimEvent COMBOBRANCHIN { Time = "0.000000" Duration = "0.000000" }
cComboAcceptEvent COMBOACCEPTBUTTONS { Time = "0.350000" Duration = "0.420000" }
cAnimEvent COMBOBRANCHOUT { Time = "0.500000" Duration = "0.100000" }
cAttackEvent attack { Time = "0.350000" Duration = "0.090000" TriggerWeapon = "false" AttackEffectiveness = "0.000000" AttackName = "weaponlight" HitReactionName = "weaponheavy" FatalReactionName = "weaponheavy" LeftHand = "true" RightHand = "false" LeftFoot = "false" RightFoot = "false" Head = "false" HandToHandAttack = "false" WeaponAttack = "true" PushableAttack = "false" StompAttack = "false" GrappleAttack = "false" WearableAttack = "false" RadiusAttack = "false" AttackRadius = "0.000000" IsArcAttack = "false" AngleWindowSize = "0.000000" AngleWindowCenter = "0.000000" PositionOffsetZ = "0.000000" SingleTarget = "false" DontSliceLimbs = "false" PlayMissAnimIfSingleTarget = "false" ThrowAtClosestZombie = "false" LobAtZombieAhead = "false" PlacePropOnZombie = "false" GrabAndGrappleZombie = "false" ReleaseGrabbedZombie = "false" GrabAndThrowZombie = "false" PushAsideAttack = "false" MaxHeightDiff = "0.000000" IsGrabZombieFromBehindMelee = "false" IsGrabZombieFromFrontMelee = "false" MinHitMagnitude = "0.000000" MaxHitMagnitude = "0.000000" }
cAnimEvent EARLYOUTTORUN { Time = "0.890000" Duration = "8.000000" }
cAnimEvent IGNOREBUTTONPRESS { Time = "0.000000" Duration = "0.350000" }
cAnimEvent INVINCIBLE { Time = "0.150000" Duration = "0.400000" }
cAutoAimEvent autoaim { Time = "0.000000" Duration = "0.250000" MaxZombieDist = "2.000000" MaxIdleAngleDiff = "180.000000" MaxSteerAngleDiff = "45.000000" MaxSteerAngleDiff2 = "90.000000" MaxSteering = "180.000000" DistHasPriorityRange = "0.000000" IncludeStanding = "true" IncludeCrawling = "false" IncludeOnKnees = "false" IncludeDead = "false" UseZombieList = "false" DontSetRotation = "false" }
cAudioAnimEvent LFtsp1 { Time = "0.190000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftLeft" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp1 { Time = "0.450167" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunRight" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp2 { Time = "0.840167" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkRight" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp2 { Time = "0.990000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftLeft" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm1 { Time = "0.060000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmMed" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm2 { Time = "0.360000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmFast" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyTorso1 { Time = "0.680000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyTorsoFast" PlaybackPercentage = "0" }
cAudioAnimEvent Swing1 { Time = "0.350000" Duration = "0.000000" Type = "motion" AssetName = "-helditem-Swing1" PlaybackPercentage = "0" }
} }
cGenericAnimState insertninjaB1 { AnimStateName = "AttackSequence" InsertUnderAnimGroup = "false" ParentNodeId = "" ChooserIntEntryValue = "8052" cCategoryChooser 2039403294 { ChooserType = "NONE" cChooserEntryInt 2976538853 { Anim = "8052" Value = "8052" } }
cAnimRef 8052 { AnimRefName = "male_ninja_attack_b1.anm" DataRate = "1.000000" Looping = "false" Mirror = "false" ExcludeFromLowEnd = "false"
cAnimEvent COMBOBRANCHIN { Time = "0.000000" Duration = "0.000000" }
cComboAcceptEvent COMBOACCEPTBUTTONS { Time = "0.400000" Duration = "0.650000" }
cAnimEvent COMBOBRANCHOUT { Time = "0.590000" Duration = "8.000000" }
cAttackEvent attack { Time = "0.290000" Duration = "0.080000" TriggerWeapon = "false" AttackEffectiveness = "0.000000" AttackName = "weaponlight" HitReactionName = "weaponheavy" FatalReactionName = "weaponheavy" LeftHand = "false" RightHand = "true" LeftFoot = "false" RightFoot = "false" Head = "false" HandToHandAttack = "false" WeaponAttack = "true" PushableAttack = "false" StompAttack = "false" GrappleAttack = "false" WearableAttack = "false" RadiusAttack = "false" AttackRadius = "0.000000" IsArcAttack = "false" AngleWindowSize = "0.000000" AngleWindowCenter = "0.000000" PositionOffsetZ = "0.000000" SingleTarget = "false" DontSliceLimbs = "false" PlayMissAnimIfSingleTarget = "false" ThrowAtClosestZombie = "false" LobAtZombieAhead = "false" PlacePropOnZombie = "false" GrabAndGrappleZombie = "false" ReleaseGrabbedZombie = "false" GrabAndThrowZombie = "false" PushAsideAttack = "false" MaxHeightDiff = "0.000000" IsGrabZombieFromBehindMelee = "false" IsGrabZombieFromFrontMelee = "false" MinHitMagnitude = "0.000000" MaxHitMagnitude = "0.000000" }
cAnimEvent EARLYOUTTORUN { Time = "0.533333" Duration = "8.000000" }
cAnimEvent IGNOREBUTTONPRESS { Time = "0.000000" Duration = "0.000000" }
cAnimEvent INVINCIBLE { Time = "0.100000" Duration = "0.400000" }
cAutoAimEvent autoaim { Time = "0.000000" Duration = "0.200000" MaxZombieDist = "2.000000" MaxIdleAngleDiff = "180.000000" MaxSteerAngleDiff = "45.000000" MaxSteerAngleDiff2 = "90.000000" MaxSteering = "180.000000" DistHasPriorityRange = "0.000000" IncludeStanding = "true" IncludeCrawling = "false" IncludeOnKnees = "false" IncludeDead = "false" UseZombieList = "false" DontSetRotation = "false" }
cAudioAnimEvent RFtsp1 { Time = "0.220000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkRight" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp1 { Time = "0.510000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunLeft" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp1 { Time = "1.210000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftLeft" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp2 { Time = "0.756334" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunSoftRight" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp3 { Time = "1.070000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkRight" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm1 { Time = "0.040000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmMed" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm1 { Time = "0.300000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmFast" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm2 { Time = "1.075675" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmFast" PlaybackPercentage = "0" }
cAudioAnimEvent Swing1 { Time = "0.290000" Duration = "0.000000" Type = "motion" AssetName = "-helditem-Swing1" PlaybackPercentage = "0" }
cAudioAnimEvent AttackVocal1 { Time = "0.228334" Duration = "0.000000" Type = "vgasp" AssetName = "Y1Attack" PlaybackPercentage = "0" }
}
}
cGenericAnimState insertninjaB { AnimStateName = "AttackSequence" InsertUnderAnimGroup = "false" ParentNodeId = "" ChooserIntEntryValue = "8053" cCategoryChooser 2039403294 { ChooserType = "NONE" cChooserEntryInt 2976538853 { Anim = "8053" Value = "8053" } }
cAnimRef 8053 { AnimRefName = "male_ninja_attack_b.anm" DataRate = "1.000000" Looping = "false" Mirror = "false" ExcludeFromLowEnd = "false"
cAnimEvent COMBOBRANCHIN { Time = "0.000000" Duration = "0.000000" }
cComboAcceptEvent COMBOACCEPTBUTTONS { Time = "0.400000" Duration = "0.600000" }
cAnimEvent COMBOBRANCHOUT { //Time = "0.960000" Time = "0.750000" Duration = "8.000000" }
cAttackEvent attack { Time = "0.240000" Duration = "0.180000" TriggerWeapon = "false" AttackEffectiveness = "0.000000" AttackName = "weaponlight" HitReactionName = "weaponheavy" FatalReactionName = "weaponheavy" LeftHand = "false" RightHand = "true" LeftFoot = "false" RightFoot = "false" Head = "false" HandToHandAttack = "false" WeaponAttack = "true" PushableAttack = "false" StompAttack = "false" GrappleAttack = "false" WearableAttack = "false" RadiusAttack = "false" AttackRadius = "0.000000" IsArcAttack = "false" AngleWindowSize = "0.000000" AngleWindowCenter = "0.000000" PositionOffsetZ = "0.000000" SingleTarget = "false" DontSliceLimbs = "false" PlayMissAnimIfSingleTarget = "false" ThrowAtClosestZombie = "false" LobAtZombieAhead = "false" PlacePropOnZombie = "false" GrabAndGrappleZombie = "false" ReleaseGrabbedZombie = "false" GrabAndThrowZombie = "false" PushAsideAttack = "false" MaxHeightDiff = "0.000000" IsGrabZombieFromBehindMelee = "false" IsGrabZombieFromFrontMelee = "false" MinHitMagnitude = "0.000000" MaxHitMagnitude = "0.000000" }
cAnimEvent EARLYOUTTORUN { Time = "1.170000" Duration = "8.000000" }
cAnimEvent IGNOREBUTTONPRESS { Time = "0.000000" Duration = "0.400000" }
cAnimEvent INVINCIBLE { Time = "0.100000" Duration = "0.650000" }
cAutoAimEvent autoaim { Time = "0.000000" Duration = "0.175000" MaxZombieDist = "2.000000" MaxIdleAngleDiff = "180.000000" MaxSteerAngleDiff = "45.000000" MaxSteerAngleDiff2 = "90.000000" MaxSteering = "180.000000" DistHasPriorityRange = "0.000000" IncludeStanding = "true" IncludeCrawling = "false" IncludeOnKnees = "false" IncludeDead = "false" UseZombieList = "false" DontSetRotation = "false" }
cAudioAnimEvent RFtsp1 { Time = "0.300000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunRight" PlaybackPercentage = "0" }
cAudioAnimEvent Pivot1 { Time = "0.360000" Duration = "0.000000" Type = "footstep" AssetName = "FtspPivot" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp1 { Time = "0.460000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunSoftLeft" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp2 { Time = "1.050000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkLeft" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp2 { Time = "1.460000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftRight" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm1 { Time = "0.270000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmFast" PlaybackPercentage = "0" }
cAudioAnimEvent Swing1 { Time = "0.260000" Duration = "0.000000" Type = "motion" AssetName = "-helditem-Swing1" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm2 { Time = "0.670000" Duration = 0.000000 Type = "cfoley" AssetName = "CfoleyArmSlow" PlaybackPercentage = "0" }
cAudioAnimEvent AttackVocal1 { Time = "0.150000" Duration = "0.000000" Type = "vgasp" AssetName = "Y1Attack" PlaybackPercentage = "0" }
} }
cGenericAnimState insertninjaC { AnimStateName = "AttackSequence" InsertUnderAnimGroup = "false" ParentNodeId = "" ChooserIntEntryValue = "8054" cCategoryChooser 2039403294 { ChooserType = "NONE" cChooserEntryInt 2976538853 { Anim = "8054" Value = 8054" } }
cAnimRef 8054 { AnimRefName = "male_ninja_attack_c.anm" DataRate = "1.000000" Looping = "false" Mirror = "false" ExcludeFromLowEnd = "false"
cAnimEvent COMBOBRANCHIN { Time = "0.000000" Duration = "0.000000" }
cComboAcceptEvent COMBOACCEPTBUTTONS { Time = "1.200000" Duration = "0.400000" }
cAnimEvent COMBOBRANCHOUT { Time = "1.530000" Duration = "8.000000" }
cAttackEvent attack { Time = "0.500000" Duration = "0.180000" TriggerWeapon = "false" AttackEffectiveness = "0.000000" AttackName = "meleeheavy" HitReactionName = "weaponheavy" FatalReactionName = "weaponheavy" LeftHand = "false" RightHand = "true" LeftFoot = "false" RightFoot = "false" Head = "false" HandToHandAttack = "false" WeaponAttack = "true" PushableAttack = "false" StompAttack = "false" GrappleAttack = "false" WearableAttack = "false" RadiusAttack = "false" AttackRadius = "0.000000" IsArcAttack = "false" AngleWindowSize = "0.000000" AngleWindowCenter = "0.000000" PositionOffsetZ = "0.000000" SingleTarget = "false" DontSliceLimbs = "false" PlayMissAnimIfSingleTarget = "false" ThrowAtClosestZombie = "false" LobAtZombieAhead = "false" PlacePropOnZombie = "false" GrabAndGrappleZombie = "false" ReleaseGrabbedZombie = "false" GrabAndThrowZombie = "false" PushAsideAttack = "false" MaxHeightDiff = "0.000000" IsGrabZombieFromBehindMelee = "false" IsGrabZombieFromFrontMelee = "false" MinHitMagnitude = "0.000000" MaxHitMagnitude = "0.000000" }
cAnimEvent EARLYOUTTORUN { Time = "1.250000" Duration = "8.000000" }
cAnimEvent IGNOREBUTTONPRESS { Time = "0.000000" Duration = "1.200000" }
cAnimEvent INVINCIBLE { Time = "0.200000" Duration = "0.900000" }
cAutoAimEvent autoaim { Time = "0.000000" Duration = "0.400000" MaxZombieDist = "3.000000" MaxIdleAngleDiff = "180.000000" MaxSteerAngleDiff = "45.000000" MaxSteerAngleDiff2 = "90.000000" MaxSteering = "180.000000" DistHasPriorityRange = "0.000000" IncludeStanding = "true" IncludeCrawling = "false" IncludeOnKnees = "false" IncludeDead = "false" UseZombieList = "false" DontSetRotation = "false" }
cAudioAnimEvent RFtsp1 { Time = "0.200000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunSoftRight" PlaybackPercentage = "0" }
cAudioAnimEvent Pivot1 { Time = "0.200000" Duration = "0.000000" Type = "footstep" AssetName = "FtspPivot" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp1 { Time = "0.410000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkLeft" PlaybackPercentage = "0" }
cAudioAnimEvent Scuff1 { Time = "0.590000" Duration = "0.000000" Type = "footstep" AssetName = "FtspScuff" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp2 { Time = "0.840000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunHardRight" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp2 { Time = "1.160000" Duration = "0.000000" Type = "footstep" AssetName = "FtspRunLeft" PlaybackPercentage = "0" }
cAudioAnimEvent RFtsp3 { Time = "1.520000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkRight" PlaybackPercentage = "0" }
cAudioAnimEvent LFtsp3 { Time = "1.761000" Duration = "0.000000" Type = "footstep" AssetName = "FtspWalkSoftLeft" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm1 { Time = "0.320000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmMed" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyArm2 { Time = "0.550000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyArmFast" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyLeg1 { Time = "1.230000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyLegMed" PlaybackPercentage = "0" }
cAudioAnimEvent CfoleyLeg2 { Time = "1.532000" Duration = "0.000000" Type = "cfoley" AssetName = "CfoleyLegSlow" PlaybackPercentage = "0" }
cAudioAnimEvent KickFoley { Time = "0.656000" Duration = "0.000000" Type = "motion" AssetName = "HumanAttackKick" PlaybackPercentage = "0" }
cAudioAnimEvent Swing1 { Time = "0.550000" Duration = "0.000000" Type = "motion" AssetName = "-helditem-Swing1" PlaybackPercentage = "0" }
cAudioAnimEvent AttackVocal1 { Time = "0.252000" Duration = "0.000000" Type = "vgasp" AssetName = "Y2Attack" PlaybackPercentage = "0" }
cAttackEvent attack_kick { Time = "0.750000" Duration = "0.120000" TriggerWeapon = "false" AttackEffectiveness = "0.000000" AttackName = "meleeheavy" HitReactionName = "weaponheavy" FatalReactionName = "weaponheavy" LeftHand = "false" RightHand = "false" LeftFoot = "true" RightFoot = "false" Head = "false" HandToHandAttack = "true" WeaponAttack = "false" PushableAttack = "false" StompAttack = "false" GrappleAttack = "false" WearableAttack = "false" RadiusAttack = "false" AttackRadius = "0.000000" IsArcAttack = "false" AngleWindowSize = "0.000000" AngleWindowCenter = "0.000000" PositionOffsetZ = "0.000000" SingleTarget = "false" DontSliceLimbs = "false" PlayMissAnimIfSingleTarget = "false" ThrowAtClosestZombie = "false" LobAtZombieAhead = "false" PlacePropOnZombie = "false" GrabAndGrappleZombie = "false" ReleaseGrabbedZombie = "false" ZombieTagJumpingActors = "false" PushAsideAttack = "false" MaxHeightDiff = 0.000000 IsGrabZombieFromBehindMelee = "false" IsGrabZombieFromFrontMelee = "false" MinHitMagnitude = "0.000000" MaxHitMagnitude = "0.000000" } } }
The beginning of the code are the entries added by the code so if your sgraph contains # cAnimRef 42 then after you add the code it will be # cAnimRef 48 it must be done for all entries added or game will crash. yea its a mind numbing process, I've tried and tried again with no luck. I do know that there are animation banks ("anm_") in streamedassets.big and in /data/anim/weapon/allweapons.big. I've swapped animations in weapons before and used streamedassets.big so if you're looking where to put the files for the animations, I'd go there.
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Post by anno1404 on May 10, 2011 10:59:33 GMT -5
Strangest thing, I used debug mode to go into lush-ious lady, and I am invisible! Which begs the question, is it possible to make parts of my body invisible so i can see where i am at, but still take pics of items? this is already done in the HUGE MOD (pictures at bottom): Mind making something like that chuck? Also maybe you can look into fixing the The Huge Mod 2 - Chuck's a Chick as your next project?
Update, Tom fixed the Chuck's a Chic, and helped me figure out how to make chuck invisible
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tommah
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Post by tommah on May 10, 2011 11:32:49 GMT -5
odds are you didn't currently have a "npcs.big".... and yea its fairly easy to make chuck invisible.
I've thought about the Chuck's a Chick project.... that really time consuming, so we'll see. I'd rather get the Infinity Mode out.
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Post by anno1404 on May 10, 2011 11:37:57 GMT -5
odds are you didn't currently have a "npcs.big".... and yea its fairly easy to make chuck invisible. Thanks!
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moloko
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Post by moloko on May 10, 2011 13:08:23 GMT -5
To make Chuck invisible I guess you just need to remove all his body entries in the bigfile.xml in npcs.big. Same thing with the modified bigfile for model swaps. Even if you change your clothes afterwards, only the chest is visible, because the other entries are missing.
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Post by ubiquitous on May 10, 2011 17:46:59 GMT -5
Ok so opened the allweapons.big and it had some other attack.anm in there so I put the attack animations in there and modified the .xml file in there to include the added files. I was hoping for it to be as easy as that but still no animations. Gonna analyze the difference between the jump animation code and the new ones in hope of finding out how it works exactly.
I should be able to look at it today and hopefully get an idea of how it all comes together.
--------------------------------------------------------------------------------------------------------------
Ok so got to play around with it some today and I was getting nowhere so I decided to play around with in game animations which should cause no problems since they are already integrated into the game.
Test 1: First thing I tried to do was make a new group and put the katana animations into it. The animations would not play anymore even though all the property's were kept the same with same values. I might have done not done this in the correct manner but in that way it did not work. Test Complete!
- From that test we can conclud that animations must be kept in certain groups and therefore all new attack animations must be included into that group.
Test 2: Next thing I tried was changing the animation values both in sgraph.txt and in itemst.txt. First I changed the primary attack value in items.txt from "280" to "270". In sgraph.txt you know these values belong to [270] lance_thrust and [280] to katana_c. After changing the values in items.txt I tested it out and found out animations would not play. Test Complete!
- From the test we can conclud animations don't only belong to groups but also belong to items in some sort of manner. If the animation isn't assigned to that item then it won't play the animation.
Test 3: In items.txt there is a line AnimBankName and according to the item it changes. For lance it's AnimBankName = "Lance" and for katana its AnimBankName = "Katana" I decided to keep values from previous test the same and just change the Katana value into Lance value and compiled everything and ran the game. The animation for lance_thrust was now playing with the katana in his hand. Test Complete!
- From this test we can conclude that AnimBankName contains the information necessary to point out which animations can be played by which item they are added to.
I will be looking into the AnimBankName stuff and thanks to Tommah I know streamedassets.big contains the information used for AnimBankName
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Post by anno1404 on May 21, 2011 8:30:40 GMT -5
This includes all 4 outfits and their abilities but NOT their new animations for weapons. Hey you can buy the ninja clothes for PC too right? Couldn't we buy those clothes then tear apart the coding? If we know how add-ons work, we could actually make mods that are freestanding add-ons.
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tommah
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Post by tommah on May 21, 2011 23:35:07 GMT -5
yea anno, that's how I was able to get all this info and release this. I bought the ninja pack and downloaded the free DLC of the other outfits to see how they differ from bought to free.
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Post by anno1404 on May 22, 2011 8:41:16 GMT -5
yea anno, that's how I was able to get all this info and release this. I bought the ninja pack and downloaded the free DLC of the other outfits to see how they differ from bought to free. where do you buy the outfits at? thanks.
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moloko
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Post by moloko on May 22, 2011 9:13:02 GMT -5
GfWL online store ingame?
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tommah
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Post by tommah on May 22, 2011 9:20:43 GMT -5
In-game "Downloadable Content" in the Main Menu
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Post by anno1404 on May 22, 2011 14:00:05 GMT -5
In-game "Downloadable Content" in the Main Menu thanks guys.
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Post by anno1404 on Jun 4, 2011 14:28:21 GMT -5
Hi, i tried dlc's. Every outfits work, but i noticed that with soldier one I' have not the double ammo with fire weapons. Is that just with me or did you noticed that too ? thanks . Ps: I know that sports fan abilities works fine, i think ninja and psycho too . Tom wrote above, this is only the outfits, NONE of the abilities.
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Post by ubiquitous on Jun 4, 2011 15:24:26 GMT -5
Now that infinity is done for now I can focus my efforts on becoming a full ninja or well at least Chuck can
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Post by anno1404 on Jun 4, 2011 16:57:40 GMT -5
"This includes all 4 outfits and their abilities" Tom said ^^, "not the New animations". Nevermind, thanks for answering , it's already great to get the outfits . hmmm... he must have mispoke there. I am sure he said somewhere this does not include abilities.
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tommah
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Post by tommah on Jun 5, 2011 7:49:35 GMT -5
Hi, i tried dlc's. Every outfits work, but i noticed that with soldier one I' have not the double ammo with fire weapons. Is that just with me or did you noticed that too ? thanks . Ps: I know that sports fan abilities works fine, i think ninja and psycho too . Hey Roosevelt, I'm not sure why that one ability isn't working, its in the codes. Did you try picking up a new gun while wearing the outfit? Strange to me, thanks for the heads up
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Post by anubis on Aug 4, 2011 14:40:55 GMT -5
strange ... i did everything exactly like you said but when i change the outfit turn to the default outfit ...
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Post by anno1404 on Aug 4, 2011 15:19:56 GMT -5
strange ... i did everything exactly like you said but when i change the outfit turn to the default outfit ... that happens when you don't have the npcs.big files.
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tommah
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Post by tommah on Aug 4, 2011 20:56:44 GMT -5
or if you are connected to windows live
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Post by anubis on Aug 4, 2011 21:14:59 GMT -5
that's strange because i don't connect WL and i did packed the new files on the npcs.big and i noted another thing : after i installed everything and equip face things like glasses the glasses don't show
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Post by hotshot101st on Jan 7, 2012 18:40:59 GMT -5
Any possibility of isolating just the ninja mask?
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tommah
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Post by tommah on Jan 7, 2012 19:32:33 GMT -5
yea, just make a clothingdispenser for just the facewear item
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